VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Zac

the Secret Weapon

Zac is a durable champion who creates space through control, protection or a committed front line. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

JungleMostly magic damageMelee attacks
Usual roleJungle
ClassTank · Fighter
DifficultyHigh · 8/10
Basic attacksMeleeMelee basic attacks · 175 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Zac does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Combines damage and durability in committed skirmishes or extended exchanges.
  • Creates space through durability, control or a reliable front-line threat.

Limits to respect

  • Can be worn down or controlled before reaching the range where the kit is strongest.
  • Durability does not make an unsupported engage safe or guarantee enough damage to finish a target.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot ally tips

Use these while learning the champion
1

Picking up goo chunks is very important to staying alive.

2

When Cell Division is ready, try to die in a position that makes it difficult for the enemy team to kill your bloblets.

3

Charging Elastic Slingshot from the fog of war will give opponents less time to react.

Riot opponent tips

What an opponent is told to watch for
1

Zac heals from the goo that separates from him. You can crush the goo pieces by stepping on them.

2

Kill all of Zac's bloblets when he splits apart to stop him from reforming.

3

Silences, stuns, roots and knockups will all interrupt Zac when he is charging Elastic Slingshot.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Zac in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Create space and absorb attention

The kit is usually most valuable when it controls an entrance, protects a carry or begins a fight allies can actually reach. Durability does not make an isolated engage safe.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Cooldowns are the visible limiter

This champion does not use a normal mana-style bar. Track important cooldowns, charges or champion-specific states instead of waiting for an empty resource bar.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Zac?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
DisplacementSlowsHealing or sustainHealth-scaling or true damage
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Zac fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopSecondary

Historical reference. Recommendation review pending. Zac has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
MidUnestablished route

Historical reference. Recommendation review pending. Zac is normally played Jungle and does not currently have a reviewed Mid route. Mid usually needs solo-lane safety plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Zac is normally played Jungle and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportUnestablished route

Historical reference. Recommendation review pending. Zac is normally played Jungle and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Zac abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Cell Division

What it doesEach time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore Health. Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine. If any bloblets remain, he will revive with an amount of Health depending on the Health of the surviving bloblets. Each bloblet has a percentage of Zac's maximum Health, Armor and Magic Resistance. This ability has a 5 minute cooldown.

Practical readCell Division is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

Q
Q ability

Stretching Strikes

What it doesZac stretches an arm, grabbing an enemy. Attacking a different enemy will cause him to throw both targets towards each other.

Practical readStretching Strikes is part of Zac's Q pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown14/12.5/11/9.5/8 secListed range800 units
W
W ability

Unstable Matter

What it doesZac explodes outward towards nearby enemies, dealing a percentage of their maximum health as magic damage.

Practical readUnstable Matter contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown5 secListed range350 units
Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

E
E ability

Elastic Slingshot

What it doesZac attaches his arms to the ground and stretches back, launching himself forward.

Practical readElastic Slingshot is part of Zac's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown21/18/15/12/9 secListed range300 units
R
Ultimate

Let's Bounce!

What it doesZac bounces four times, knocking up enemies hit and slowing them.

Practical readLet's Bounce! contributes a slowing effect. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown120/105/90 secListed range300 units

Levels 1–18

Zac · Health / Ability resource · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1685 HealthNo mana pool
Level 3846 HealthNo mana pool
Level 61,116 HealthNo mana pool
Level 111,641 HealthNo mana pool
Level 162,263 HealthNo mana pool
Level 182,538 HealthNo mana pool

Cooldown Data Dragon 16.20.1

Q
Basic abilityStretching Strikes

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 114 secRank 212.5 secRank 311 secRank 49.5 secRank 58 sec
W
Basic abilityUnstable Matter

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks5 sec
E
Basic abilityElastic Slingshot

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 121 secRank 218 secRank 315 secRank 412 secRank 59 sec
R
UltimateLet's Bounce!

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1120 secRank 2105 secRank 390 sec
Open every levelHealth and ability resource from level 1 to 18
LevelHealthAbility resourceAbility milestone
1685No mana poolChoose the first basic ability
2763No mana poolAdd another basic ability or rank
3846No mana poolAdd another basic ability or rank
4932No mana poolSpend one ability point
51,022No mana poolSpend one ability point
61,116No mana poolFirst ultimate rank normally available
71,213No mana poolSpend one ability point
81,314No mana poolSpend one ability point
91,420No mana poolSpend one ability point
101,529No mana poolSpend one ability point
111,641No mana poolSecond ultimate rank normally available
121,758No mana poolSpend one ability point
131,879No mana poolSpend one ability point
142,003No mana poolSpend one ability point
152,131No mana poolSpend one ability point
162,263No mana poolFinal ultimate rank normally available
172,398No mana poolSpend one ability point
182,538No mana poolSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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